How do you add CUP WEapons to traders?

Question

I want to run my head through a wall. I can't figure this out. I have watched so many videos and read soo many things on how to add and fix but when i follow them they don't make any sense to me. help would be appreciated. I also realized that the mods weren't loaded on the server however the 5611 error still came up.

/**
* Which animals to spawn.
* Exile automatically spawns a color variation of that animal, if variations exist.
* Each player (client) has a maximum of one animal at a time.
* Exile checks which animal type can spawn in front of the player and then
* picks a random one.
*
* For now it is like this:
*
* - Goats spawn on hill tops, but not in forests
* - Sheep spawn on meadows, but not next to forests and not on hill tops
* - Hens and roosters spawn next to buildings only
*
* => More animal types will follow in upcoming Exile versions, hopefully.
*/
animalTypes[] =
{
"Exile_Animal_Rooster_Abstract",
"Exile_Animal_Hen_Abstract",
"Exile_Animal_Goat_Abstract",
"Exile_Animal_Sheep_Abstract"
};

/**
* Specifies the minimum time in seconds between spawning animals.
* When the animal diededed, this time has to pass before it spawns
* a new one.
*
* It is a min/max setting, so the intervals will be uneven and a bit random.
* By default it will take 5 to 10 minutes to respawn a new animal.
*/
minimumSpawnDelay = 5 * 60;
maximumSpawnDelay = 10 * 60;

/**
* Clients will despawn animals if no player is in this radius around the animal
* This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly.
*/
keepAliveRadius = 500;

class CfgExileCustomCode
{
/*
You can overwrite every single file of our code without touching it.
To do that, add the function name you want to overwrite plus the
path to your custom file here. If you wonder how this works, have a
look at our bootstrap/fn_preInit.sqf function.

class Temperature
{
// Temperature in °C for the time of day, per hour
// Add the first index to the last index, so it is 25 indizes!
daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93};

// Temperature change in °C when it is 100% overcast
overcast = -2;

// Temperature change in °C when it is 100% raining
rain = -5;

// Temperature change in °C when it is 100% windy
wind = -1;

// Temperature change per 100m altitude in °C
altitude = -0.5;

// Difference from the daytime temperature to the water temperature
water = -5;
};
};

/**
* Interval in seconds when the client searches for
* new buildings to spawn loot in
*/
spawnInterval = 30;

/**
* This is a percentage value to determine how many loot
* positions should contain loot when the system spawns loot.
*
* If a building has 20 positions defined, Exile will
* spawn loot in 10 random positions of them.
*
* This means smaller buildings spawn less loot and larger
* ones spawn more loot.
*
* You can also cap it at a maximum value. See below.
*/
maximumPositionCoverage = 30;

/**
* Limit the number of loot positions per building. If the
* above percentage value exceeds this value, it will be capped.
*
* Example: Coverage is 50%. Building has 60 loot positions defined.
* This results in 30 loot positions and that is too much. So we
* cap this at 10
*/
maximumNumberOfLootSpotsPerBuilding = 3;

/**
* Exile spawns a random number of items per loot spot. This
* is the upper cap for that. So 3 means it could spawn 1, 2
* or 3.
*/
maximumNumberOfItemsPerLootSpot = 2;

/**
* Radius in meter to spawn loot AROUND each player.
* Do NOT touch this value if you dont know what you do.
* The higher the number, the higher the drop rates, the
* easier your server will lag.
*
* 50m = Minimum
* 200m = Maximum
*/
spawnRadius = 60;

/**
* Defines the radius around trader cities where the system should
* not spawn loot. Set this to 0 if you want to have loot spawning
* in trader citites, ugh.
*/
minimumDistanceToTraderZones = 500;

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